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How do you DM's deal with "Dogpile on the evil wizard" tactics?
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<blockquote data-quote="DmQ" data-source="post: 1510617" data-attributes="member: 13748"><p>Right on… I have to say, learning from experience… This is the best advice any GM/DM can take. I honestly wish I had someone drill this home before I blew up my last D&D group. </p><p></p><p>Not every gamer takes well to a DM that they think is intentionally trying to screw them out of their victory… A good example is a wild twisting-plot mega adventure I had running over a year ago… The trouble with it was that I made it so ‘difficult’, and so twisted, that the players never felt like they where winning. I had hoped that the feel of being so overwhelmed for so long would translate into an amazingly awe inspiring victory at the climax. Unfortunately all I got was heart ache and accusations that I was ‘rigging’ the game… As a result the players began to try and outthink me, making proverbial MOUNTAINS out of molehills… The simplest of side treks, which would have taken 20-30 minutes before, began taking 2 hours as the players began meta-gaming every step they took! Sessions began to drag on and on, until eventually I couldn’t get everyone to show up for the game. Shortly after that, the group fell apart. </p><p></p><p>The lesson I took from it was that, as GM/DM, it was my responsibility to insure that the players always had their victory at the end of the session. Even if it’s a small one. Oh, and always make sure any side trek adds depth to the main plot, and does not unnecessarily distract the players, should it take longer then usual to complete. Because nothing sucks worse then the players forgetting ‘why’ they where even on a quest in the first place.</p></blockquote><p></p>
[QUOTE="DmQ, post: 1510617, member: 13748"] Right on… I have to say, learning from experience… This is the best advice any GM/DM can take. I honestly wish I had someone drill this home before I blew up my last D&D group. Not every gamer takes well to a DM that they think is intentionally trying to screw them out of their victory… A good example is a wild twisting-plot mega adventure I had running over a year ago… The trouble with it was that I made it so ‘difficult’, and so twisted, that the players never felt like they where winning. I had hoped that the feel of being so overwhelmed for so long would translate into an amazingly awe inspiring victory at the climax. Unfortunately all I got was heart ache and accusations that I was ‘rigging’ the game… As a result the players began to try and outthink me, making proverbial MOUNTAINS out of molehills… The simplest of side treks, which would have taken 20-30 minutes before, began taking 2 hours as the players began meta-gaming every step they took! Sessions began to drag on and on, until eventually I couldn’t get everyone to show up for the game. Shortly after that, the group fell apart. The lesson I took from it was that, as GM/DM, it was my responsibility to insure that the players always had their victory at the end of the session. Even if it’s a small one. Oh, and always make sure any side trek adds depth to the main plot, and does not unnecessarily distract the players, should it take longer then usual to complete. Because nothing sucks worse then the players forgetting ‘why’ they where even on a quest in the first place. [/QUOTE]
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How do you DM's deal with "Dogpile on the evil wizard" tactics?
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